
DM Kludde |

By averting eyes, you'd fight blinded (so you have to roll 50% miss chance for every attack. Every round you have to roll a d% to avoid having to roll save - if you roll 50 or lower, you still have to roll a save. The bars provide some cover (-2 to attack), but you can poke through them.
I assume you're averting eyes?
High is hit: 1d100 ⇒ 61
Daemina wildly slashes her blade through the grate while the basilisk looks on. She feels her blade make contact.
---
Juan (ston'd)
Caikahn
Daemina
Yyrkoon
---
Basilisk (10)
---

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The basilisk was incapacitated by the color spray? Did it squeal, move, make a noise et al. when it got stuck by the spear?

DM Kludde |

After the color spray, the sound coming from the pen faded - no movement or sound was heard but for the sickening squish the blade made when it made contact with the leathery hide of the creature.
Caikahn tries to locate the position of the creature, but has a hard time finding it without getting struck by Daemina's blade.
The creature itself slowly starts moving again, though it is of little threat this round. That is of course, except for its gaze
Caikahn, averting eyes (low is bad...): 1d100 ⇒ 1
Daemina, averting eyes (low is bad...): 1d100 ⇒ 29
Yyrkoon, averting eyes (low is bad...): 1d100 ⇒ 22
Ok... so much for that. You all have to roll saves :-/
---
Juan (ston'd)
Caikahn
Daemina
Yyrkoon
---
Basilisk (10)
---

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Will DC9: 1d20 + 4 ⇒ (6) + 4 = 10
Is there a more effective way to avoid the gaze other than averting our eyes?

DM Kludde |

Blindfolding yourself. Or running away ;-)
Yyrkoon and Caikahn both made the save, and can act...

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Tough encounter for L1 characters. Go team! Run away if you have to. I can toss Juan in the shredder. No harm, no foul, it's what we signed on for as Pathfinders!

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Round 2
Yyrkoon will take the opportunity to blindfold himself and ready his light crossbow ...
"I really hope this works."

DM Kludde |

Yyrkoon puts a strap of cloth over his eyes, while Caikahn takes her chances and just averts her eyes, poking through the bars but not finding her target.
---
Juan (ston'd)
Caikahn
Daemina
Yyrkoon
---
Basilisk (10)
---

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I wasn't averting because I wanted to make sure I actually hit it. If it's still doing it's gaze attacks do you want 1 or two fort rolls?
attack: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Fort: 1d20 + 4 ⇒ (14) + 4 = 18

DM Kludde |

If you weren't averting last round, I need a fort save for that one as well.
Daemina resists the petrifying gaze, and does nothing to avert it. Still, she doesn't manage to hit the overblown lizard despite her best efforts.
If you avert your eyes this round, roll a d100. If you roll 50 or below, you need a save. If you don't avert them, you need to roll a save. If you are blindfolded, you need to roll a perception check (DC 20) to pinpoint the creature before you can attack.
The basilisk fixes its gaze on Daemina.
You'll have to roll an extra save for the active gaze, so the count is: 1 save for last round, 1 save for the active gaze, 1 save on the next round if you don't avert your eyes.
---
Juan (ston'd)
Caikahn
Daemina
Yyrkoon
---
Basilisk (10)
---

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Holy Cow ... DC20 ... much better odds without the blindfold :-(
Yyrkoon gets frustrated as he can't figure out where the bloody lizard is with the blindfold and rips it off after a few moments to avert his eyes and fire his crossbow ...
Gaze: 1d100 ⇒ 20
Fortitude: 1d20 + 4 ⇒ (14) + 4 = 18
Crossbow: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3 for 1d8 ⇒ 7 if High: 1d100 ⇒ 9
And not much better ...

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Really, if you leave I won't hold it against you, this is an insane encounter. Just glad I'd only lose Cyphermage and Severing credits, I guess? But if you do stay, thanks, and good luck! Go team!

DM Kludde |

Yes, this is a pretty (notoriously) tough encounter. Good thing the basilisk is locked in cage. Ten foot by ten foot. Can't you guys nuke him from orbit? Also, if you put a bucket or a blanket over its head, it can no longer gaze. Just saying.
Yyrkoon manages to withstand the gaze of the reptile, but shoot his bolt into the ground.
---
Juan (ston'd)
Caikahn
Daemina
Yyrkoon
---
Basilisk (10)
---

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Fortitude Last Round: 1d20 + 4 ⇒ (8) + 4 = 12
probably a fail, but I've got the other rolls below.
attack: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8
Fortitude This Round: 1d20 + 4 ⇒ (6) + 4 = 10
Fortitude Next Round: 1d20 + 4 ⇒ (19) + 4 = 23

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You should be good ... it was a DC9 Fort check :-)

DM Kludde |

DC is indeed 9, the wall is still flickering
Daemina manages to hold of the petrifying effect - for now - and even manages to draw some much-needed blood from the basilisk. Caikahn tries to fight the shadow of the basilisk, but only manages to hit just that - its shadow.
The basilisk yelps as it is hit, then stares angrily at Daemina. So I'll again need a save for the active stare, and one at the start of your round.
---
Juan (ston'd)
Caikahn
Daemina
Yyrkoon
---
Basilisk (18)
---

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Round 4
Gaze: 1d100 ⇒ 9
Fortitude DC9: 1d20 + 4 ⇒ (2) + 4 = 6
And that would be game over :-(

DM Kludde |

This is starting to look bad :-(.
Yyrkoon fights, trying to avert his eyes while keeping track of the shadow of the basilisk, when his attention slips. For a split second, he sees the basilisk right in the eyes when all goes black...
---
Juan (petrified)
Caikahn
Daemina
Yyrkoon (petrified)
---
Basilisk (18)
---

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Blindfold and poke at the thing blindly, it can't strike back, right? Though, if there's one *plus* side to this, if we all get petrified, then we've totally messed up the relations between the Aspis and the Lissalans (as all the stuff they requested will be petrified with us), so we'll get a moral victory, at least =P

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That's why I rolled 3 forts. putting in one for this round of combat too. Unless I miscounted, but I rolled 3 for one before the round, another during and for this one.
attack: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9

DM Kludde |

Daemina stabs again, and draws some blood from the creature, whose squeaks become louder and louder. The poor thing seems hurt...
---
Juan (petrified)
Caikahn
Daemina
Yyrkoon (petrified)
---
Basilisk (26)
---

DM Kludde |

Can I have an action for Caikahn?

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Suggested: Move Action, prepare blindfold Standard Action: Put blindfold on. Don't be a hero. You got this!

DM Kludde |

Caikahn is now safe from the stare of the Basilisk, but it doesn't help her scoring a hit. Daemina is still vulnerable, so the Basilisk keeps staring, eager for a snack.
Two more saves, please, unless you avert/blindfold next round, in that case it's only one
---
Juan (petrified)
Caikahn
Daemina
Yyrkoon (petrified)
---
Basilisk (26)
---
Since we're kind of repeating ourselves, feel free to post actions for multiple rounds, so we can perhaps finish this somewhat faster.

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Yyrkoon contemplates life as a garden gnome ...

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Juan is actually... at peace. No hidden Dark Tapestry horrors burbling at him insanely with the cacophonous discord of the Yellow King, no slimy troth seeking to eat his brain... if being (literally) stoned could be considered a boon or blessing, Juan would have done this YEARS ago. Maybe. If he could even posit such a thought in his current state... (Still here, still paying attention, go team!)

DM Kludde |

Daemina and Caikahn, can you just roll a number of attacks to move this forward?

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Atk: 1d20 + 6 ⇒ (10) + 6 = 16dmg: 2d6 + 6 ⇒ (2, 6) + 6 = 14
1d100 ⇒ 54
Atk: 1d20 + 6 ⇒ (18) + 6 = 24dmg: 2d6 + 6 ⇒ (1, 4) + 6 = 11
1d100 ⇒ 64
Atk: 1d20 + 6 ⇒ (9) + 6 = 15dmg: 2d6 + 6 ⇒ (6, 6) + 6 = 18
1d100 ⇒ 99
Atk: 1d20 + 6 ⇒ (19) + 6 = 25dmg: 2d6 + 6 ⇒ (5, 1) + 6 = 12
1d100 ⇒ 24
Atk: 1d20 + 6 ⇒ (9) + 6 = 15dmg: 2d6 + 6 ⇒ (1, 1) + 6 = 8
1d100 ⇒ 82
rapidly swinging her blade Caikahn makes swift work of the now cubed beast.

DM Kludde |

Without further delay, Caikahn slashes at the basilisk, and manages to hit its throat. The valuable blood trickles out on the floor.
Combat over!

DM Kludde |

How many are healed?: 1d3 ⇒ 2 Disaster avoided.
Daemina bathes the two petrified adventurers in gore.
Juan and Yyrkoon feel the same sensation - a burning sensation throughout. At first, when they open their eyes, they see little - a bit white blur, petrification sickness. They, the white blur makes place for a dark blur, and both of them remember being undergound.
You're both good to go, but completely covered in gore...Ugh!

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The 'pirate' blinks as everything comes back and squints a bit, trying to get his eyes to work again.
Then he pulls out a water flask and starts rinsing off the worst of the gunk.
"Arr, ye got the beastie then. Good work, ye lubbers!"

DM Kludde |

The door at the end of the hallway is locked, but it doesn't take that much effort to open it. The there is another corridor, with several side tunnels, that leads to a larger space. Three wooden tables and a number of chairs are stacked here, out of the way, along with a shipping crate about two feet square. To the east, a portion of the stone wall stands ajar a few inches.
To the south are several storage rooms, and some more corridors lead to doors. )See the map)

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"Aawww ... that could definitely have gone better. Thank you for the restoration."
Yyrkoon walks up to the shipping crate ...
"Anybody curious?"

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"Arr. Be hold'n a breath, mate."
Juan pulls at thin air and shadows start to manifest around him, becoming oddly solid yet also somewhat disperse at the same time.
Activating Cloak of Darkness, +4 AC, +2 Stealth, 1hr/level/day
The shadows whipping about him conceal his nod.
"Arr, ready to see th' booty!"

DM Kludde |

I'm going to push the exploration of this part a bit, since we'll be taking too long otherwise. I've revealed all rooms except the northern one, with their descriptions. Remember, you're here to sabotage...
The shipping box contains 40 identical wooden dolls, each depicting a glaring woman with no mouth. These dolls are no mere toys, but rather icons of Lissala carved with careful precision from quality wood and coated in gold paint.
The secret door in this room is partially jammed and so is quite obvious; it can be pulled open with minimal effort. This door leads to a short, narrow hallway with metal stairs. These stairs used to be a secret passage to the street, but the street was graded and re-cobbled years ago, blocking access from this way.
The room to the west (E3) appears, at first glance, to be an operating theater, as it contains cots draped in clean sheets and tables neatly stacked with surgical implements and dressings, but mixed among the surgical implements are whips, scourges, and other tools of torture.
The room to the east contains several mats and low beds. The walls of this room are deeply carved with jagged runic symbols. A small table sports a large brick of burning incense, but the incense’s heavy scent does not quite disguise an underlying sharp smell.
This underground is near to the Riddleport gas forge, which might explain the gas. It seems to be leaking through some cracks in the wall.
The room to the south contains several bunk beds and chests, each embossed with a different rune. A heavy iron pipe runs the length of the south wall of this room at about four feet from the ground, disappearing into the eastern and western walls. A pungent smell issues from an alcove to the east.

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"We should deface these somehow ..."
Yyrkoon will attempt to figure out a way to damage or otherwise introduce flaws/imperfections on to the dolls going so far as to break them or decapitate several
Knowledge(Dungeoneering): 1d20 + 8 ⇒ (2) + 8 = 10
"What is that smell?"

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Juan will look up the 'secret passage' to see if that could be... 'helped to have an accident' such as when the street above caved in on it. He's not an engineer, or a dungeoneer.
In fact, his field of knowledge is history, so he's completely out of his depth.
At Yrkoon's suggestion of defacing the dolls Juan laughs ominously.
"We c'd add a lil' Aspis on 'em, arrrr! Make 'em all sanctioned booty!"

DM Kludde |

Yyrkoon damages the party of dolls, while Juan creates some Aspis sigils. While probably leading to some anger, this is not the level of sabotage the society was looking for (Which is more along the lines of 'making the safe house uninhabitable')

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I think we need the rest of the party to chime in and it is the weekend here in the States for a few more hours. :) I literally have nothing I can roll for those Knowledge checks.

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I know nothing"let's just burn it out instead of wasting our time vandalizing."
Did you learn that from a book?
Daemina grins at the thought.
"Why not both? Not only will it be uninhabitable, but they can seen a true mess created by the Aspis." she states simply, looking over for any specific shrine for worship.

DM Kludde |

The adventurers contemplate burning the place down. Which might work, provided they have enough oil to light the place up. An alternative is to use that heavy pipe - it looks to be a drain from the sewer system, and a constant rumbling can be heard. It seems there's quite some pressure behind it...

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“How you complete these tasks I leave to your discretion, but I want you to keep murder to a minimum. One of the Lissalan cultists is feeding us information, and I don’t want to risk you killing this valuable source. Furthermore, we want the Lissalans to remain alive so they can turn their full ire against the Aspis Consortium. Once you’ve accomplished these two mission objectives, return here.”
Dropping a sewer line underground could kill anyone down here, right?